Subclasses at Level 1 (5e Variant Rule)

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Subclasses at level 1[edit]

In fifth edition,a character chooses his subclass at levels 1, 2,or most commonly 3.This makes sense from a mechanical perspective,now our characters having grown the base skills for their profession , can afford to specialize, thus gaining even rarer and finely-tuned abilities. This also has the benefit of giving players leeway for choice,you don't have to choose exactly what your character will be until you're ready to finalize the concept,you can let the adventure discover the concept of your character , or you can learn the class before choosing which of its features you most like using.

But what this mechanic damages, is the logic of the world. And not just the world,but the most important part of it,the player characters themselves. How did a fighter suddenly learn magic? Why hasn't he used it before,when imminent,life-threatening danger was at hand? Did he just learn it over-night after defeating a big monster? If he had any training he could've used it before,but if he hadn't,then there's no opportunity to attain it between the jump to level 2 and 3,especially since in most campaigns,it happens literally "on screen" after a fight or big story moment,the characters simply materialize new identities and abilities.

This supplemental rule aims to smooth over the transition between a class and its subclass,by making the subclass manifest itself from the character's inception,the balanced version aims to not perturb the balance of early game combat.while the less balanced version aims to create the most logical progression of a character's abilities from level 1 to where they get their subclass.

If you're using this variant rule,you should tell all your player during or before character creation,as this does put more constraints on character by strengthening the bond between what they are at the table and how they became what they are. In the first place,a character's subclass is chosen at level 1,and must be written next to the class as normal,you can also forgo using the class name entirely (Example: "Assassin" instead of "Rogue Assassin" or "Champion" instead of "Champion Fighter") You should place a lot of weight on the relation between a character's abilities relating to their subclass and their backstory,not just their class.For example,one could become a Thief by growing up on the streets,with the right people one could also learn how to be an Assassin,but being an Arcane Trickster would require some kind of mentor-ship,if at least not self-research. Additionally to the features characters get at level 1,they also get a feature relating,or from their subclass,which are detailed below:

Subclass features at Level 1,balanced version[edit]

Classes that are unchanged[edit]

For the Cleric , Sorcerer and Warlock , the source of their power is also their subclass,so they must choose a subclass at level 1,and already receive subclass benefits at this level,as such they are unchanged.

Artificer[edit]

Specialty level 1 and 2 effects
Alchemist You gain the Tool Proficiency feature,as described in your subclass
Armorer You gain Tools of the Trade feature,except you do not gain proficiency with heavy armor
Artillerist You gain the Tool Proficiency feature,as described in your subclass
Battle Smith You gain the Tool Proficiency feature,as described in your subclass

Barbarian[edit]

Primal path level 1 and 2 effects
Path of the Ancestral Guardian You gain the Ancestral Protectors feature,except you must roll a d4-2 when you enter a rage,you can only use the feature for a number of attacks equal to the number you rolled (minimum 0)
Path of the Battlerager You gain the ability to use spiked armor as a weapon,and can make an attack as per the Battlerager Armor feature,but the attack only deals 1 damage instead of 1d4
Path of the Beast You gain your Form of the Beast feature,but when making an attack with the manifested weapons,additional effects do not trigger.
Path of the Berserker You gain the Frenzy feature,except you can only make a melee weapon attack as a bonus action if you have taken the attack action and have rolled a 15 on higher on the attack roll before modifiers,using more than 2 of these attacks on a rage will give you 1 level of exhaustion when the rage ends.
Path of the Storm Herald You gain the Storm Aura feature,but the aura only extends 5 feet from you,and you cannot use your bonus action to active its effects again
Path of the Totem Warrior You gain the Spirit Seeker feature,as detailed in your subclass
Path of Wild Magic You gain the Magic Awareness feature,as detailed in your subclass
Path of the Zealot You gain the Warrior of the Gods feature,as detailed in your subclass

Bard[edit]

Bard College level 1 and 2 effects
College of Creation You gain the Performance of Creation feature,but the size of the item you can create cannot be bigger than Small
College of Eloquence You gain the Silver Tongue feature,as described in your subclass
College of Glamour You gain the Enthralling Performance feature,except you can only use it again after you finish a long rest.
College of Lore You gain proficiency with 2 skills of your choice,this is subtracted from the proficiencies you gain from the Bonus Proficiencies subclass feature
College of Spirits You gain the Spiritual Focus subclass feature,as described in your subclass
College of Swords You gain the Bonus Proficiencies feature,except you do not gain proficiency with medium armor.
College of Valor You gain the Bonus Proficiencies feature,except you do not gain proficiency with medium armor and martial weapons.
College of Whispers You gain the Words of Terror feature,except you can only use it again after you finish a long rest

Druid[edit]

Druid Circle level 1 effects
Circle of Dreams You gain the Balm of the SUmmer Court feature,except you only have a d4 as energy,and whenever you heal an ally they do not gain any temporary hit points
Circle of the Land You gain the Natural Recovery feature,as described in your subclass
Circle of the Moon You gain the Wild Shape feature,as described in your class,except you can only transform into a creature with a challenge rating of 1/8 or less,and you can only use this feature once instead of twice,until you finish a short or long rest
Circle of the Shepherd You gain the Speech of the Woods feature,as described in your subclass
Circle of Spores You gain the level 2 Circle Spells at this level
Circle of Stars You gain the Star Map feature,except you do not gain any of the prescribed benefits while holding the star chart.
Circle of Wildfire You gain the level 2 Circle Spells at this level

Fighter[edit]

Martial archetype level 1 and 2 effects
Arcane Archer You gain the Arcane Archer Lore feature,as described in your subclass
Banneret You gain the Rallying cry feature,except the range is reduced to 15 feet,and the number of creatures you can use it on is reduced to one
Battle Master You gain the Student of War feature,as described in your subclass
Cavalier You gain the Born to the Saddle feature,as described in your subclass
Champion You gain the Improved Criticals feature,except whenever you score a 19 on an attack roll before modifiers are added,roll a d20,on a 15 or higher,that hit turns into a critical,otherwise,the hit is not a critical
Echo Knight You gain the Manifest Echo feature,except you cannot attack from your echo's position,or make an attack of opportunity as if you were in its space
Eldritch Knight You gain the Weapon Bond feature,as described in your subclass
Psi Warrior You gain the Psionic Power feature,except you only have one Psionic Energy die,and it is a d4 instead of a d6,additionally,you cannot use the Telekinetic Movement power
Rune Knight You gain the Bonus Proficiencies feature,as described in your subclass
Samurai You gain the Bonus Proficiency feature,as described in your subclass

Monk[edit]

Monastic Tradition level 1 and 2 effects
Way of Mercy You gain the Implements of Mercy feature,as described in your subclass
Way of the Ascendant Dragon You gain the Draconic Disciple feature,as described in your subclass
Way of the Astral Self You gain the Arms of the Astral Self feature,except you can not deal damage to each creature of your choice within 10 feet of you when you summon the arms,at level 1 this feature does not cost ki,but you can only do it once,recharging on a short or long rest.
Way of the Drunken Master You gain the Bonus Proficiencies feature,as described in your subclass.
Way of the Four Elements You know the Elemental Attunement discipline
Way of the Kensei You gain the Path of the Knesei feature,except you cannot perform Agile Parry or Kensei's Shot
Way of the Long Death You gain the Touch of Death feature,except you do not add your Wisdom modifier to the temporary hit points you get
Way of the Open Hand At 1st level,you gain the Flurry of Blows ki feature,and you can use it once without expending and ki,you regain uses of this ability after you finish a short or long rest,the ability costs ki as normal once you reach level 2.At level 2,you can use the Open Hand Technique feature once,regaining its use when you finish a short or long rest
Way of Shadow You gain the Minor illusion cantrip
Way of the Sun Soul You gain the Radiant Sun Bolt feature,except the range is 10 feet at level 1,and 20 feet at level 2,additionally,you cannot spend 1 ki point to make the special attack twice as a bonus action.

Paladin[edit]

Sacred Oath level 1 and 2 effects
Oath of the Ancients You gain your Tenets of the Ancients feature,as described in your subclass
Oath of Conquest You gain your Tenets of conquest feature,as described in your subclass
Oath of the Crown You gain your Tenets of the crown feature,as described in your subclass
Oath of Devotion You gain your Tenets of Devotion feature,as described in your subclass
Oath of Glory You gain your Tenets of Glory feature,as described in your subclass
Oath of Vengeance You gain your Tenets of Vengeance feature,as described in your subclass
Oath of the Watchers You gain your Tenets of the Watchers feature,as described in your subclass
Oathbreaker You gain the Dreadful Aspect Channel Divinity,except its range is shortened to 10 feet

Ranger[edit]

Ranger Conclave level 1 and 2 effects
Beast Master Conclave You gain the Ranger's Companion feature,except you cannot command your beast companion to take the attack action
Drakewarden You gain the Draconic Gift feature,as described in your subclass
Fey Wanderer You gain the Otherworldly Glamour feature,as described in your subclass,you also gain a blessing from the Feywild Gifts table
Gloom Stalker Conclave You gain the Umbral Sight feature,as described in your subclass
Horizon Walker Conclave You gain the Detect Portal feature,as described in your subclass
Hunter Conclave You gain the Hunter's Prey feature,except Colossus Slayer only deals 1 extra damage,Giant Killer can only be used once,recharging on short or long rests,and the extra attack from Horde Breaker Only deals damage equal to your Strength or Dexterity ability modifier.
Monster Slayer Conclave You gain the Hunter's sense feature,as described in your subclass
Swarmkeeper Conclave You learn the Mage Hand cantrip,as described in the Swarmkeeper Magic feature

Rogue[edit]

Roguish Archetype level 1 and 2 effects
Arcane Trickster You gain the Mage hand Legerdemain feature,as described in your subclass
Assassin You gain the Bonus Proficiencies feature,as described in your subclass
Inquisitive You gain the Ear for Deceit and the Eye for Detail features,as described in your subclass
Mastermind You gain the Master of Intrigue feature,as described in your subclass
Phantom You gain the Whispers of the Dead feature,as described in your subclass
Scout You gain the Survivalist feature,as described in your subclass
Soulknife You gain the Psychic Blades feature,except you cannot make a melee or ranged weapon attack with a second psychic balde as a bonus action.
Swashbuckler You gain the Rakish Audacity feature,except you can not use your Sneak Attack as described.
Thief You gain the Second-Story Work feature,as described in your subclass

Wizard[edit]

School level 1 effects
School of Abjuration You gain the Abjuration Savant feature,as described in your subclass
School if Bladesinging You gain the Training in War and Song feature,as described in your subclass
School of Chronurgy You gain the Temporal Awareness feature,as described in your subclass
School of Conjuration You gain the Conjuration Savant and Minor Conjuration features,as described in your subclass
School of Divination You gain the Divination Savant feature,as described in your subclass
School of Enchantment You gain the Enchantment Savant feature,as described in your subclass
School of Evocation You gain the Evocation Savant feature,as described in your subclass
School of Graviturgy You gain the Adjust Density feature,Except its range is reduced to 10 feet and the target must be Small or smaller
School of Illusion You gain the Illusion Savant and Improved Minor Illusion features,as described in your subclass
School of Necromancy You gain the Necromancy Savant feature,as described in your subclass
Order of Scribes You gain the Wizardly Quill feature,as described in your subclass
School of Transmuation You gain the Transmutation Savant and Minor Alchemy features,as described in your subclass
School of War Magic You gain the Tactical Wit feature,as described in your subclass

Note:this variant rule aims to change the game as little as possible,it should have no effect on a character after they have received their subclass,if a change from this variant rule gives you a subclass feature at level 1,you do not receive it again when you would have receieved your subclass,and if you receive a feature that is a worse version of a subclass feature,that feature gets replaced with the subclass feature when you would normally recieve


Subclass features at Level 1,less-balanced version[edit]

This is a version of the optional rule that aims to make class progression as logical as possible from level 1 to the level of the subclass features.This,unlike the above rule, does sacrifice early game balance in the favour of logical consistency. As a note for any DM's wishing to use these rules for their campaign,low level characters are not weak because of their kit,in 5e,a character's best features are usually front loaded into the lower levels of a class.The reason low level characters in 5e die so often is because of their frailty,they can be pushed to death saving throws from just a bad roll by an enemy.As such,most low level 5e characters can be considered glass cannons,and by making them stronger at those levels,and then balancing the campaign accordingly,you may create a game of "rocket tag" where the side with surprise or luck on their side will almost always win,because everyone has a great amount of offensive power but very little defensive power.You are using these rules at your own risk.

Classes that are unchanged[edit]

For the Cleric , Sorcerer and Warlock , the source of their power is also their subclass,so they must choose a subclass at level 1,and already receive subclass benefits at this level,as such they are unchanged.

Artificer[edit]

Specialty level 1 and 2 effects
Alchemist You gain the Tool Proficiency feature,as described in your subclass,you also gain the Alchemist Spells level 3 spells at 2nd level.
Armorer You gain Tools of the Trade and Arcane Armor features,as described in your subclass,you also gain the Armor spells level 3 spells at 2nd level.
Artillerist You gain the Tool Proficiency feature,as described in your subclass,you also gain the Artillerist Spells level 3 spells at 2nd level
Battle Smith You gain the Tool Proficiency and Battle Ready features,as described in your subclass,you also gain the Battle Smith Spells level 3 spells at 2nd level.

Barbarian[edit]

Primal path level 1 and 2 effects
Path of the Ancestral Guardian You gain the Ancestral Protectors feature,except you must roll a d4-2 when you enter a rage,you can only use the feature for a number of attacks equal to the number you rolled (minimum 0),the roll becomes only a d4 at level 2.
Path of the Battlerager You gain the ability to use spiked armor as a weapon,and can make an attack as per the Battlerager Armor feature.
Path of the Beast You gain your Form of the Beast feature,but when making an attack with the manifested weapons,additional effects do not trigger.
Path of the Berserker You gain the Frenzy feature,except you can only make a melee weapon attack as a bonus action if you have taken the attack action and have rolled a 15 on higher on the attack roll before modifiers,this becomes a 10 at level 2,using more than 2 of these attacks in a rage will give you one level of exhaustion when the rage ends
Path of the Storm Herald You gain the Storm Aura feature,but the aura only extends 5 feet from you,and you cannot use your bonus action to active its effects again,this aura extends to 10 feet at level 2
Path of the Totem Warrior You gain the Spirit Seeker feature,as detailed in your subclass
Path of Wild Magic You gain the Magic Awareness feature,as detailed in your subclass,at level 2,you gain the Wild Surge feature,except you can only use it once,regaining use of it on a long rest
Path of the Zealot You gain the Warrior of the Gods feature,as detailed in your subclass,at level 2,you gain the Divine Fury feature,except the extra damage it deals is 1.

Bard[edit]

Bard College level 1 and 2 effects
College of Creation You gain the Performance of Creation feature,but the size of the item you can create cannot be bigger than Small
College of Eloquence You gain the Silver Tongue feature,as described in your subclass
College of Glamour You gain the Enthralling Performance feature,except you can only use it again after you finish a long rest,this can be recharged after a short rest at level 2.
College of Lore You gain the Bonus Proficiencies feature,except you only gain 1 proficiency with ith,this increases to 3 proficiencies at level 3
College of Spirits You gain the Spiritual Focus subclass feature,as described in your subclass,at level 2,you also gain the Guiding Whispers subclass feature.
College of Swords You gain the Bonus Proficiencies feature,as described in your subclass,at level 2,you gain the Fighting Style feature,as described in your subclass
College of Valor You gain the Bonus Proficiencies feature,except you only gain proficiency with medium armor and martial weapons at level 2.
College of Whispers You gain the Words of Terror feature,except you can only use it again after you finish a long rest,at level 2,you gain the Psychic Blades feature,except it only deals 1d6 additional pyschic damage

Druid[edit]

Druid Circle level 1 effects
Circle of Dreams You gain the Balm of the Summer Court feature,except you only have a d4 as energy.
Circle of the Land You gain the Natural Recovery feature,as described in your subclass
Circle of the Moon You gain the Wild Shape feature,as described in your class,except you can only transform into a creature with a challenge rating of 1/8 or less,you also gain the Combat Wild Shape feature,as described in your subclass
Circle of the Shepherd You gain the Speech of the Woods feature,as described in your subclass
Circle of Spores You gain the level 2 Circle Spells,and the Halo of Spores feature at this level
Circle of Stars You gain the Star Map feature,as described in your subclass
Circle of Wildfire You gain the level 2 Circle Spells at this level

Fighter[edit]

Martial archetype level 1 and 2 effects
Arcane Archer You gain the Arcane Archer Lore feature,as described in your subclass,at level 2,you gain the Arcane Shot feature,except you only lear one Arcane Shot option,and can use the option once before you finish a short or long rest.
Banneret You gain the Rallying cry feature,except the range is reduced to 15 feet,and the number of creatures you can use it on is reduced to one,the range increases to 30 feet and the number of creatures increase to 3 at level 2.
Battle Master You gain the Student of War feature,as described in your subclass,you also gain the Combat Superiority feature,except you only learn 1 maneuver and have 1 superiority dice,and your superiority dice is a d6,this increases to 2 maneuvers and 2 superiority dice at level 2.
Cavalier You gain the Born to the Saddle and Bonus Proficiency features,as described in your subclass
Champion You gain the Improved Criticals feature,except whenever you score a 19 on an attack roll before modifiers are added,roll a d20,on a 15 or higher,that hit turns into a critical,otherwise,the hit is not a critical,at level 2 you must only roll a 7 or higher on the second dice for the attack to be considered a critical
Echo Knight You gain the Manifest Echo feature,except you cannot attack from your echo's position,or make an attack of opportunity as if you were in its space,at level 2,these restrictions are lifted.
Eldritch Knight You gain the Weapon Bond feature,as described in your subclass,you also gain the Spellcasting feature,except you only have 1 slot and know 1 spell and 1 cantrip,this increases to 2 cantrips and 2 spells known at level 2.
Psi Warrior You gain the Psionic Power feature,except you only have one Psionic Energy die,and it is a d4 instead of a d6,additionally,you cannot use the Telekinetic Movement power,this limitation is lifted at 2nd level,where your Psionic Energy die also becomes a d6.
Rune Knight You gain the Bonus Proficiencies feature,as described in your subclass,you also gain the Rune Carver feature,except you only learn one rune
Samurai You gain the Bonus Proficiency feature,as described in your subclass,at level 2,you also gain the Fighting Spirit feature,except you gain no temporary hit points when you use it

Monk[edit]

Monastic Tradition level 1 and 2 effects
Way of Mercy You gain the Implements of Mercy feature,as described in your subclass,at level 2 you also gain the Hands of Healing feature,as described in your subclass
Way of the Ascendant Dragon You gain the Draconic Disciple feature,as described in your subclass
Way of the Astral Self You gain the Arms of the Astral Self feature,except you can not deal damage to each creature of your choice within 10 feet of you when you summon the arms,at level 1 this feature does not cost ki,but you can only do it once,recharging on a short or long rest.
Way of the Drunken Master You gain the Bonus Proficiencies feature,as described in your subclass,at level 2,you also gain the Drunken Techique feature,except you do not gain the effect of the disengage actions from it
Way of the Four Elements You know the Elemental Attunement discipline
Way of the Kensei You gain the Path of the Knesei feature,except you cannot perform Agile Parry or Kensei's Shot
Way of the Long Death You gain the Touch of Death feature,except you do not add your Wisdom modifier to the temporary hit points you get
Way of the Open Hand At 1st level,you gain the Flurry of Blows ki feature,and you can use it once without expending and ki,you regain uses of this ability after you finish a short or long rest,the ability costs ki as normal once you reach level 2.At level 2,you can use the Open Hand Technique feature three times,regaining its use when you finish a short or long rest
Way of Shadow You gain the Minor illusion cantrip,at level 2,you also learn the Darkness spell,if you do not already know it,and can cast it by spending 2 ki points.
Way of the Sun Soul You gain the Radiant Sun Bolt feature,except the range is 10 feet at level 1,and 20 feet at level 2,additionally,you cannot spend 1 ki point to make the special attack twice as a bonus action.

Paladin[edit]

Sacred Oath level 1 and 2 effects
Oath of the Ancients You gain your Tenets of the Ancients feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oath of Conquest You gain your Tenets of conquest feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oath of the Crown You gain your Tenets of the crown feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oath of Devotion You gain your Tenets of Devotion feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oath of Glory You gain your Tenets of Glory feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oath of Vengeance You gain your Tenets of Vengeance feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oath of the Watchers You gain your Tenets of the Watchers feature,as described in your subclass,you also gain the Oath Spells feature at level 2
Oathbreaker You gain the Dreadful Aspect Channel Divinity,except its range is shortened to 10 feet,the range is increased to 20 feet at level 2,you also gain the Oath Spells feature at level 2

Ranger[edit]

Ranger Conclave level 1 and 2 effects
Beast Master Conclave You gain the Ranger's Companion feature,except you cannot command your beast companion to take the attack action
Drakewarden You gain the Draconic Gift feature,as described in your subclass,
Fey Wanderer You gain the Otherworldly Glamour feature,as described in your subclass and you gain a blessing from the Feywild Gifts table,you also gain the Fey Wanderer Magic level 3 spells at level 2
Gloom Stalker Conclave You gain the Umbral Sight feature,as described in your subclass,you also gain the Gloom Stalker Magic feature's level 3 spells at level 2
Horizon Walker Conclave You gain the Detect Portal feature,as described in your subclass,you also gain the Horizon Walker Magic feature's level 3 spells at level 2.
Hunter Conclave You gain the Hunter's Prey feature,except Colossus Slayer only deals 1 extra damage,Giant Killer can only be used once,recharging on short or long rests,and the extra attack from Horde Breaker Only deals damage equal to your Strength or Dexterity ability modifier.
Monster Slayer Conclave You gain the Hunter's sense feature,as described in your subclass,you also gain the Monster Slayer Magic feature's level 3 spells at level 2.
Swarmkeeper Conclave You learn the Mage Hand cantrip,as described in the Swarmkeeper Magic feature,you also gain it's level 3 spells at level 2.

Rogue[edit]

Roguish Archetype level 1 and 2 effects
Arcane Trickster You gain the Spellcasting feature,except you only know Mage hand and 1 spell,and only have 1 spell slot,at level 2 you may learn another cantrip and spell,you also gain the Mage hand Legerdemain feature,as described in your subclass
Assassin You gain the Bonus Proficiencies feature,as described in your subclass,at level 2 you gain the benefits of the Assassinate feature,except your hits against creatures that are surprised are not critical hits
Inquisitive You gain the Ear for Deceit and the Eye for Detail features,as described in your subclass,atl evel 2 you also gain the benefits of Insightful Fighting except it's effects only last for one turn.
Mastermind You gain the Master of Intrigue feature,as described in your subclass,at level 2 you also gain the benefit of Master of Tactics,except you cannot use the help action as a bonus action
Phantom You gain the Whispers of the Dead feature,as described in your subclass
Scout You gain the Survivalist feature,as described in your subclass,you also gain the benefits of Surivvalist at level 2,except you can only move 5 feet as a reaction.
Soulknife You gain the Psychic Blades feature,except you cannot make a melee or ranged weapon attack with a second psychic blade as a bonus action,at level 2 you get the Psionic Power feature,except you only have one Psionic Energy die.
Swashbuckler You gain the Rakish Audacity feature,except you can not use your Sneak Attack as described,at level 2,you gain your Fancy Footwork feature.
Thief You gain the Second-Story Work feature,as described in your subclass

Wizard[edit]

School level 1 effects
School of Abjuration You gain the Abjuration Savant and Arcane Ward feature,as described in your subclass
School if Bladesinging You gain the Training in War and Song feature,as described in your subclass
School of Chronurgy You gain the Temporal Awareness feature,as described in your subclass
School of Conjuration You gain the Conjuration Savant and Minor Conjuration features,as described in your subclass
School of Divination You gain the Divination Savant feature,as described in your subclass,you also gain the Portent feature,except you only roll 1 d20 when you finish a long rest.
School of Enchantment You gain the Enchantment Savant feature,as described in your subclass,
School of Evocation You gain the Evocation Savant feature,as described in your subclass,you also gain the Scult Spells feature,except you can only choose one creature when using this feature.
School of Graviturgy You gain the Adjust Density feature,Except its range is reduced to 10 feet and the target must be Small or smaller
School of Illusion You gain the Illusion Savant and Improved Minor Illusion features,as described in your subclass
School of Necromancy You gain the Necromancy Savant feature,as described in your subclass,you also gain the Grim Harvest feature,except the hit points you regain are only equal to the spell's level if the spell belongs to the School of Necromancy,and you regain no hit points if it does not
Order of Scribes You gain the Wizardly Quill feature,as described in your subclass,you also gain the Awakened Spellbook feature,except you can only use the book as a spellcasting focus.
School of Transmuation You gain the Transmutation Savant and Minor Alchemy features,as described in your subclass
School of War Magic You gain the Tactical Wit feature,as described in your subclass


Note:this variant rule aims to change the game as little as possible,it should have no effect on a character after they have received their subclass,if a change from this variant rule gives you a subclass feature at level 1,you do not receive it again when you would have receieved your subclass,and if you receive a feature that is a worse version of a subclass feature,that feature gets replaced with the subclass feature when you would normally receive

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